precision mediump float;
varying vec3 v_Color;

varying vec2 v_TexCoord;    
varying float v_Dis;  
varying float v_IsShow;

uniform sampler2D u_Sampler;
    
void main() {
    if(v_IsShow == 0.0) {
        discard;
    }
    vec4 textureColor = texture2D(u_Sampler, v_TexCoord);
    gl_FragColor = vec4(textureColor.rgb, textureColor.a);
}
